class Texture {

friend class Material;

protected:

	GLuint _texture;
	
public:

	bool load_image(const char* file_name){
		glBindTexture(GL_TEXTURE_2D,_texture);
		if (glfwLoadTexture2D(file_name,0)){
			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
			return true;
		}
		return false;
	}

	Texture(){
		glGenTextures(1,&_texture);
	}
	
	~Texture(){
		glDeleteTextures(1,&_texture);
	}
	
};